 What's up everybody I'm the man goose you are awesome and it's time to talk about overprime If you're the one person in our little circle of Paragon rejects that doesn't know overprime recently had their closed beta test While the test had some maintenance downtime But there was still plenty of time to experience their version of a Paragon successor And that's a key point here. This game is a successor to Paragon not a remake all of these Paragon Successors claimed to be different from the original but nowhere is this more apparent than an overprime Name changes the removal of towers kit reworks overprime is not Paragon It is a really fun game though that includes many aspects of what made Paragon great The game certainly isn't perfect if it was a closed beta. So there were some bugs and connection issues, of course There were also some game mechanics. I think needed improvement, which I'll get into today But overall the closed beta test was a huge success So leave has turned overprime into something truly great that may have some staying power and they plan to release it on console this year Which is something this community will be truly grateful for Today I want to talk about what I liked about the game as well as a few things. I believe needed improvement Let's start with the good the game was beautiful Aesthetics was one of the best parts of Paragon triple a quality graphics and a free-to-play game Not only did team so leave make their map just as beautiful as Paragons They improved upon the overall looks of the game with their own skins that were miles ahead of anything epic ever did It also seems they may have redone the appearance of a few heroes. Shinbi in particular received like a full facelift The game itself plays really well basic attacks and abilities were very responsive and intuitive Feedback both while getting hit and hitting people was pretty much on point Also like some of the character reworks Muriel had the ability to stun but only if she comboed abilities properly and her shielding speed boost thingy was a it was a lock on Kalari lost the ability to double jump, but it made her the all-in hero always thought she should be I Really like the starter items they gave the damage dealer items gave you a blink Which was very welcome the support item gave you a much needed ward and the jungle item gave you a smite and was Certainly a must-have for the junglers They brought the prime dunk mechanic back killing the prime guardian gave you the opportunity to dunk the orb and send the prime Guardian down mid lane to a attack enemy towers and provide an AOE buff This forced some really fun team fights around the pit I also really enjoyed the music and most of the sound effects the background music that signaled a successful prime dunk was especially good Most importantly the game was just fun No other way to really quantify it, but the overall experience was just flat out enjoyable While over prime has been in development for a while, and this isn't the first time it's been playable I consider this close beta test to be the first taste of what they eventually want the game to be and it was good There was of course improvements that could be made, but I think the majority of people that tried the game liked it So let's talk about what I think needs to be improved going forward because that's really what a close beta test is about Getting the community's feedback as far as overall game mechanics go. I mostly enjoyed the pacing However, it was very snowball-y. It's a MOBA So of course getting ahead on economy should give you an advantage But with most games lasting only like 20 to 30 minutes an early kill gave you more of a lead than I think was necessary You could then use your lead to just keep rolling through the enemy team And there wasn't much counterplay since you can't really farm up counter items when you're getting destroyed On the flip side of that games that went over 30 minutes were almost certainly destined to go for an hour Once everyone hit full build. It was a constant stalemate There wasn't much in between. It was it was either end in 30 or slog through an hour long match I think most of this was due to respawning inhibitors and the prime guardian not scaling enough to deal with it It just wasn't worth the risk of dunking if the game went past 30 minutes Everyone would have enough damage by then to just cut that big motherfucker down before he could do anything The inhibs would respond so sending him down mid just it just didn't do much It would be nice if the person that completed the dunk could somehow pick which lane he attacked or or just make him scale over time So a 45 minute prime is like significantly stronger than a 20 minute guardian The next gameplay choice. I didn't much like was dashes. They had way too much range I'm specifically talking about shin bee and grok's Dashing with either one would take you damn near all the way across the lane. It was a bit disorienting I guess we could all just get used to it with enough play time But god dammit, I would dash and end up in the jungle somewhere. I would like to see them actually reduce the dash ranges just a little bit I'm not sure if this was a gameplay decision or a bug But abilities that would normally path along the ground would instead just fire off in the direction of travel Steel or Scott for example would bull rush through the air and hit nothing at some points No matter how you aimed it in a game where the support needs to be on top of their interrupts to keep the carry from getting blown up Having an unreliable charge on a very vertical map would lead to a lot of player frustration Some of the color choices were a bit off your personal health bar was the same color as the enemy health bars which could cause some confusion Also an ally in sprint mode had a bar above their health bars. That was also the same colors enemy health bars On choice and up. I hope that's changed Travel mode. Yes over prime has the old sprint mechanic that allows you to travel faster But you get rooted if you were hit while in travel mode This brought some of the og legacy problems back with leapfrogging People were discouraged from making a risky push because you knew one person could keep you from entering sprint mode while his buddy Would just jet past you that's kind of what led to a longer games I think and Finally, let's address the elephant in the room here some of the names suck balls like Scott He's a hulking android looking motherfucker, but for some reason he's named like an accountant I'm not sure how they pick shit like Kayla and Beatrice and I know there's a language barrier But goddamn it seems like they just opened up the most popular baby names from 1965 and threw darts at it While I just brought up many issues I had with over prime I don't want that to take away from the fact that it's an absolutely fantastic game that was incredibly fun to play They had a massive amount of people playing this weekend and garnered a great deal of attention via twitch and youtube We've already seen that they know how to market over prime Which is a huge failing on epics part with Paragon This closed beta test was ground zero for what will almost certainly become something great But only through a collaboration between team soul leave in the community that supports them Like the video if you enjoyed it sub for more third-person mobile content But for now, this is the man goose signing off you guys have a good one Man goose Special shout out to channel members foolish blood hunter jelly knees me I'll mix for men stunt Farith and Raven